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Old March 1, 2011, 17:51   #1
Max Stats
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Can we have the "map remembers torch-lit grids" option back?

As of the latest nightly (v3.2.0-552-g52328bb-dirtybash-4.1) the options menu has been significantly pared down, presumably to streamline the code somewhat. The map now remembers every grid you have mapped, which IMHO puts too much useless information on the screen, and reduces the contrast between "lit" and "unlit" grids. I would like to request the return of the option not to remember all grids.

If we don't want to return this option, I would like to discuss whether there is support to make the "chosen" behavior to not remember the "uninteresting" grids.
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Old March 1, 2011, 18:47   #2
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Personally I prefer having the map remember all seen grids. Among other things, it helps me track where I've explored and whether or not I've seen every tile in a room.

That said, I sympathize with your plight. I wasn't too happy to see the "display stacks as an ampersand" option forced on.
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Old March 2, 2011, 00:21   #3
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I personally prefer having it not remember torch lit grids.

It helps me remember where I don't have los due to darkness.

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Old March 2, 2011, 00:27   #4
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You should still be able to tell by the color of the tile; the contrast is merely reduced as Max Stats noted.
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Old March 2, 2011, 11:39   #5
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Quote:
Originally Posted by Derakon View Post
I wasn't too happy to see the "display stacks as an ampersand" option forced on.
Ack. That's going to override the tile sets, unless someone knows a way to assign a tile to take the place of the ampersand. I gather from the pref files that you used to be able to use 'K:0:' for the pile picture, but that doesn't seem to work any more.
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Old March 2, 2011, 14:02   #6
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Quote:
Originally Posted by Derakon View Post
You should still be able to tell by the color of the tile; the contrast is merely reduced as Max Stats noted.
However at least with the old tile set (unless something has changed), there is no contrast. Losing these options means that visited squares appear as lit, which means a "lit" corridor is not actually lit and may contain bad guys about to obliterate you...
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Old March 3, 2011, 09:36   #7
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Quote:
Originally Posted by Psi View Post
However at least with the old tile set (unless something has changed), there is no contrast. Losing these options means that visited squares appear as lit, which means a "lit" corridor is not actually lit and may contain bad guys about to obliterate you...
The old tile set has been updated so that torch/lit/dark grids are coloured differently (thanks to Dawnmist).
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Old March 3, 2011, 09:46   #8
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Quote:
Originally Posted by takkaria View Post
The old tile set has been updated so that torch/lit/dark grids are coloured differently (thanks to Dawnmist).
Good news indeed. Thanks for the info.
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Old March 3, 2011, 20:43   #9
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I managed to restore the old behavior after poking around the 3.2 code and seeing how it handled the "remember torch-lit grids" option. I edited function cave_note_spot in cave.c and changed this line:
Code:
	/* Memorize this grid */
	c->info[y][x] |= (CAVE_MARK);
to this:
Code:
	/* Memorize this grid */
	if (c->feat[y][x] > FEAT_INVIS || (c->info[y][x] & CAVE_GLOW))
		c->info[y][x] |= (CAVE_MARK);
I am OK with doing it for myself if there is not enough interest in changing it for everyone, but I wanted to put the question out there to see if anyone else wanted it. I found it disorienting because corridors looked "lit up" but unseen monsters would cast/throw/fire at you or pop into view to melee you.
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Old March 4, 2011, 03:10   #10
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I'm not familiar with current Vanilla behavior, but there should be (at least) three levels of illumination.

1. illuminated or torch lit
2. explored but not lit or out of line of sight
3. darkness/unexplored

Personally, I'd like to see torchlight have it's own 'color', but that's more for flavor than necessity.
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